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- uniform sampler2D image;
- uniform float speed;
- uniform vec4 color;
- uniform vec2 repeat;
-
- czm_material czm_getMaterial(czm_materialInput materialInput){
- czm_material material = czm_getDefaultMaterial(materialInput);
- vec2 st = repeat * materialInput.st;
- float time = fract(czm_frameNumber * speed / 1000.0);
- vec4 colorImage = texture2D(image, vec2(fract(st.s - time), st.t));
- if(color.a == 0.0){
- if(colorImage.rgb == vec3(1.0) || colorImage.rgb == vec3(0.0)){
- discard;
- }
- material.alpha = colorImage.a;
- material.diffuse = colorImage.rgb;
- }else{
- material.alpha = colorImage.a * color.a;
- material.diffuse = max(color.rgb * material.alpha * 3.0, color.rgb);
- }
- return material;
- }
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